Thanks for the reply. I am using HD Driver so this is indeed a difference but it shouldn't make a difference at all.
So far I've got no report on any bugs. Care to elaborate how I can reproduce the bug? E.g. how long do I have to play to observe it?

Sorry to bump this but I was looking for arcade PERFECT ports to 68K machines and came across this... just wondering if there were any further progress on the Amiga side... I will read the ST thread for more info there.

Would love to see this running on both REAL HW and UAE/Hatari emulators!

x-format.txt contains nearly as much as I already know. But unfortunately nothing about the relocation or symbol table. Also I don't know the meaning of the "base address" in the header. I thought xfile is a fully relocatable format?

x-format.txt contains nearly as much as I already know. But unfortunately nothing about the relocation or symbol table. Also I don't know the meaning of the "base address" in the header. I thought xfile is a fully relocatable format?

@phx - I am not an expert about x68000 programming, but I hope this helps. In The Zone you will find two tools with sources. First is x68000 assembler HAS. Second one is linker HLK. I use both with x68000 emulator XM6 version 2.06 and with emulated sasi disk (one large file 40mb ) on win10. Also I use windows tool editd169e to handle files from win10 to emulated sasi disk. It is a bit pain because I muste close emulator xm6, transfer file via editd169e, close it and launch emulator. But I was able to compile two simple programs like put char a on screen, put message 'hello world' and was possible to compile and run resourced xevious after changing all local labels as I remember (HAS doesn't like local labels at all). If something is not clear or something, just email me.

Oh, didn't know that. It helps a lot regarding the relocation tables! The source is short and easy to understand. This should make it possible to generate executables, although without symbol table.

Quote:

Originally Posted by Asman

@phx - I am not an expert about x68000 programming, but I hope this helps. In The Zone you will find two tools with sources. First is x68000 assembler HAS. Second one is linker HLK.

Thanks. I checked the sources. Analyzing dozens of assembler sources with japanese comments is not an easy task. Although it certainly contains a lot of interesting information, like the symbol tables, and even the structure of object files.

I wonder if this object file format is propriertary, or a standard format defined by Human68k, like the executables.

As for the audio, it's time for an YM2151 clockport card ( TheRogue) !

Quote:

Originally Posted by Akira

I would pap my pants if such a thing existed

Yes this chip is really something, absolute best sound chip of the arcade era by a mile or more. Listen to this with some good speakers, isn't this incredibly epic-awesome-terrific-don't have any more words?

its not that demanding of sprites ran fine on snes gen
its just about memory which back then wasnt cheap for very little
ofc trying to run on a stock a500 would be the most difficult only 1mb ram lots of disk swapping
its the high sprite count games that would be difficult shumps etc

fighters arent really that tasking unless you are like neogeo with huge sprites and scaling etc with lots of animation
even in 3d fighters you could really make them look better than other games due to have a very small world why even games on playstaion 1 were highres like tekken or virtua fighter on saturn

anyways super street fighter just had more animation which required more mem than streetfighter 2
why neogeo games were massive and cost a shit ton to hold all that
also even the x68000 couldnt make perfect ports some are lacking vs arcade
i have both x68k and x68030